/* * Copyright (c) 2022, the SerenityOS developers. * * SPDX-License-Identifier: BSD-2-Clause */ #include "BoardWidget.h" #include "SettingsDialog.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include // FIXME: Improve this AI. // Currently, this AI always chooses a move that gets the most cells flooded immediately. // This far from being able to generate an optimal solution, and is something that needs to be improved // if a user-facing auto-solver is implemented or a harder difficulty is wanted. // A fairly simple way to improve this would be to test deeper moves and then choose the most efficient sequence. static int get_number_of_moves_from_ai(Board const& board) { Board ai_board { board }; auto const color_scheme = ai_board.get_color_scheme(); ai_board.set_current_value(ai_board.cell(0, 0)); int moves { 0 }; while (!ai_board.is_flooded()) { ++moves; int most_painted = 0; int best_value = ai_board.cell(0, 0); for (size_t i = 0; i < color_scheme.size(); ++i) { Board test_board { ai_board }; test_board.set_current_value(i); // The first update applies the current value, and the second update is done to obtain the new area. test_board.update_values(); int new_area = test_board.update_values(true); if (new_area > most_painted) { most_painted = new_area; best_value = i; } } ai_board.set_current_value(best_value); ai_board.update_values(); } return moves; } ErrorOr serenity_main(Main::Arguments arguments) { TRY(Core::System::pledge("stdio rpath recvfd sendfd unix")); auto app = TRY(GUI::Application::create(arguments)); auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-flood"sv)); auto window = TRY(GUI::Window::try_create()); Config::pledge_domain("Flood"); TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_scheme("/usr/share/man/man6/Flood.md") })); TRY(Desktop::Launcher::seal_allowlist()); TRY(Core::System::pledge("stdio rpath recvfd sendfd")); TRY(Core::System::unveil("/tmp/session/%sid/portal/launch", "rw")); TRY(Core::System::unveil("/res", "r")); TRY(Core::System::unveil(nullptr, nullptr)); size_t board_rows = Config::read_i32("Flood"sv, ""sv, "board_rows"sv, 16); size_t board_columns = Config::read_i32("Flood"sv, ""sv, "board_columns"sv, 16); Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows); Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns); window->set_double_buffering_enabled(false); window->set_title("Flood"); window->resize(304, 325); auto main_widget = TRY(window->set_main_widget()); TRY(main_widget->load_from_gml(flood_window_gml)); auto board_widget = TRY(main_widget->find_descendant_of_type_named("board_widget_container")->try_add(board_rows, board_columns)); board_widget->board()->randomize(); int ai_moves = get_number_of_moves_from_ai(*board_widget->board()); int moves_made = 0; auto statusbar = main_widget->find_descendant_of_type_named("statusbar"); app->on_action_enter = [&](GUI::Action& action) { statusbar->set_override_text(action.status_tip()); }; app->on_action_leave = [&](GUI::Action&) { statusbar->set_override_text({}); }; auto update = [&]() { board_widget->update(); statusbar->set_text(String::formatted("Moves remaining: {}", ai_moves - moves_made).release_value_but_fixme_should_propagate_errors()); }; update(); auto change_settings = [&] { auto settings_dialog = SettingsDialog::construct(window, board_rows, board_columns); if (settings_dialog->exec() != GUI::Dialog::ExecResult::OK) return; board_rows = settings_dialog->board_rows(); board_columns = settings_dialog->board_columns(); Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows); Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns); GUI::MessageBox::show(settings_dialog, "New settings have been saved and will be applied on a new game"sv, "Settings Changed Successfully"sv, GUI::MessageBox::Type::Information); }; auto start_a_new_game = [&] { board_widget->resize_board(board_rows, board_columns); board_widget->board()->reset(); board_widget->board()->randomize(); ai_moves = get_number_of_moves_from_ai(*board_widget->board()); moves_made = 0; update(); window->update(); }; board_widget->on_move = [&](Board::RowAndColumn row_and_column) { auto const [row, column] = row_and_column; board_widget->board()->set_current_value(board_widget->board()->cell(row, column)); if (board_widget->board()->get_previous_value() != board_widget->board()->get_current_value()) { ++moves_made; board_widget->board()->update_values(); update(); if (board_widget->board()->is_flooded()) { DeprecatedString dialog_text("You have tied with the AI."sv); auto dialog_title("Congratulations!"sv); if (ai_moves - moves_made == 1) dialog_text = "You defeated the AI by 1 move."sv; else if (ai_moves - moves_made > 1) dialog_text = DeprecatedString::formatted("You defeated the AI by {} moves.", ai_moves - moves_made); else dialog_title = "Game over!"sv; GUI::MessageBox::show(window, dialog_text, dialog_title, GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK); start_a_new_game(); } else if (moves_made == ai_moves) { GUI::MessageBox::show(window, StringView("You have no more moves left."sv), "You lost!"sv, GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK); start_a_new_game(); } } }; auto game_menu = TRY(window->try_add_menu("&Game"_short_string)); TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::load_from_file("/res/icons/16x16/reload.png"sv)), [&](auto&) { start_a_new_game(); }))); TRY(game_menu->try_add_separator()); TRY(game_menu->try_add_action(GUI::Action::create("&Settings", TRY(Gfx::Bitmap::load_from_file("/res/icons/16x16/settings.png"sv)), [&](auto&) { change_settings(); }))); TRY(game_menu->try_add_separator()); TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) { GUI::Application::the()->quit(); }))); auto help_menu = TRY(window->try_add_menu("&Help"_short_string)); TRY(help_menu->try_add_action(GUI::CommonActions::make_command_palette_action(window))); TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) { Desktop::Launcher::open(URL::create_with_file_scheme("/usr/share/man/man6/Flood.md"), "/bin/Help"); }))); TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Flood", app_icon, window))); window->show(); window->set_icon(app_icon.bitmap_for_size(16)); return app->exec(); }